/Engine/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public/ProceduralMeshComponent.h
Create/replace a section for this procedural mesh component.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh", Meta=(DisplayName="Create Mesh Section", AutoCreateRefTerm="Normals,UV0,UV1,UV2,UV3,VertexColors,Tangents", AdvancedDisplay="UV1,UV2,UV3")) void CreateMeshSection_LinearColor ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV1, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV2, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV3, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bCreateCollision, bool bSRGBConversion )